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We've updated the Dynamic Resolution Rendering sample with an optimisation to the temporal anti-aliasing (TAA) upscale pass and added a few new features for improved qualitative comparisons focused on TAA.
You can find the updated sample here.
The changes, listed below, are detailed in this pdf.A...

The Dynamic Resolution Rendering sample, first shown at the Games Developers Conference 2011 in San Francisco, has now gone live in time for games developers attending my Develop UK 2011 talk to check it out. This sample demonstrates a technique for balancing rendering quality and performance thr...

I'll be speaking about Dynamic Resolution Rendering at the Develop Conference in Brighton, UK. If you're able to come, the talk will be at 16:00 on Thursday. I'll be giving a live demo of the technique during the talk, which always adds an element of fun if only because of the inevitable risks in...

Before joining Intel, one of the re-occurring issues with balancing performance and quality in games was how to handle the shadows for slow changing or stationary lights such as the Sun. For example a recent game I worked on used a combination of cascaded shadow maps along with a low resolution s...